About this mod

Abernathy Farm City Plan for Sim Settlements 2.
Created for the January 2022 Sim settlements 2 City Plan Contest.

Requirements
Permissions and credits
Changelogs
Please be sure to have a read through the Issues section below

The settlement is designed with specific plots chosen for their access points, themes and have structures built around them to suit a particular plot.
Please ensure you have selected Designers Choice ON in the options and have the Add-On packs I have used. You'll find a list of them at the bottom of this description, they are incredible so don't forget to send them your appreciation too! 
Some plots are set to begin at higher plot level in the Foundation city plan - to get these you will need to select Starting Plot Levels ON


Settlement Overview

Abernathy Farm, a food basket to settlements in the Commonwealth, a place where you watch the Brahmin roam and taste their fresh milk.
This plan provides a huge amount of food at level 3 (Close to 400), however it does need to have virtual resources from the caravan network from other settlements (it needs a heap of machine parts, and to a lesser extend both organic and rare materials). 


Foundation Level - 9 settlers
2 Agricultural (1 is a triple occupant), 2 Municipal, 1 Commercial, 1 Martial
4 Recreational and training (END, AGI)
8 Residential (1 dual occupant)

Level 1 - 15 Settlers
4 Agricultural (1 is a triple occupant), 2 Industrial, 2 Municipal, 2 Commercial, 2 Martial
5 Recreational and training (STR, END, AGI)
11 Residential (1 dual occupant, and the 4 occupant Powell house)

Level 2 - 20 Settlers
6 Agricultural (1 is a triple and 1 is a dual occupant), 2 Industrial, 2 Municipal, 3 Commercial, 3 Martial
7 Recreational and training (STR, END, AGI, CHR)
16 Residential (1 dual occupant, and the 4 occupant Powell house)

Level 3 - 24 Settlers
8 Agricultural (2 are triple and 1 is a dual occupant), 2 Industrial, 2 Municipal, 3 Commercial, 3 Martial
9 Recreational and training (STR, END, AGI, CHR)
20 Residential (1 dual occupant, and the 4 occupant Powell house)


There is space beneath the Caravan plot which if cleared out of the boxes and barrels can fit in a Trade post unlocked through the appropriate quest at Bunker Hill.


ISSUES - Please Read!


Objects that YOU will need to scrap

I strongly suggest you use the scrap settlement function from the work bench to get rid of the loose objects in the settlement prior to initializing the plan (once you have looted acquired what you want).
I have used a custom scrap profile (to ensure 13 chairs and the candles are scrapped when the plan is started). There is a section of fence that will need to be manually scrapped, (couldn't get it with the scrap profile).  Also a small wooden box by the workbench, and a trash can and 2 cardboard boxes inside (all have physics) are not in the scrap profile and will need manual scrapping. (which can wait until after the plan first builds).


Defense and Junk Storage

Junk Storage has a defense requirement - however any city plans not set to Full Involvement setting will still upgrade.  Large city plans with a lot of objects require a heap of junk storage. 
This plan does not cover the junk storage defense requirements (I didn't want to spam lots of martial plots).
I suggest you turn OFF the "Junk Storage Requires Defense" setting in SS2 options when you start and upgrade the plan, and then turn it back ON (if you want). 
This setting only effects junk storage placed at that time, turning it back will not change those junk storage containers placed when it was OFF. 

The Pillbox 1x1 Martial down towards the lower eastern side has a tendency to not spawn the the bubble turret on top (for me), just refresh the plot to get it to appear if you see it's missing. 

The Sentry Bot from the hi-Tech martial plot doesn't like to be hit by you.. at all, it's not as tolerant as settlers, a little care around it is required. Also the turret on top may differ to the pics, as it has several versions, (try refresh if you don't like one you see, they can be different heights and colors).


Higher level plots need higher ability settlers

There are several plots of various types that require settlers with high Abilities.
This includes 1 advanced and 1 hi-tech martial plot requiring higher Agility.
Agricultural has 5 advanced slots, and 4 Hi-tech slots when require higher Endurance.
Something I found was that when I had the settings Assignment Requirements Off, and Auto Assignment On, settlers would assign to these plots, then change to a new building plan, (if they change these to basic type, or reset to level 1 they will mess up settlement requirements).
Did you know you can use clothing items to help raise their abilities, and legendary items will stack.


Unpowered plots

When the city upgrades there's a chance the script load will cause some plots to not register the radial power nearby.  If you do encounter a plot which is unpowered, usually it just requires you to enter workshop mode, pick up and [TAB] release a nearby power pole and the plot should be powered.


Floating ASAMs

Yep, I deliberately didn't stick a post under a few ASAMs so they appear in the plan as floating. I have made this plan for my use, and just like I will be doing, you can go into workshop, pickup and move the ASAM to where is out of the way next to the plot's structure. It's fine to do. You will need to repeat the move if you refresh the plot, (or if it upgrades?) as it resets to the default position. 


The TRIANGLE of DEATH

Yep, this, Sanctuary, and Red Rocket are part of the 'Triangle of Death'. Lots of things built in these 3 settlements can cause CTD as (especially in Red Rocket) they can all be within range of active cells that are loaded.
Try not to make them all in to super size settlements.
Also sprinting towards them can cause lots of problems as the game doesn't get a chance to finish loading one of the settlements before it starts to load the next one... or two.

If it does become problematic as they upgraded while you were away and now get CTD as you approach, try walking and pausing while looking down at the ground - maybe even turn off ENB if you are using one - then when you reach the settlement you can 'cull' some plots to try bringing the 'load' on your PC down.    Different PC's mods, (loose vs BA2s) may all be contributing to what your PC can handle.

For this plan, when it upgrade to level 3, (apart from a few extra objects and swapping out wood walls for painted walls), it adds 2 agricultural Hi-tech plots and 4 residential plots. You could possibly get rid of the basic (3 person) 3x3 Brahmin Farm agricultural plot and 3 residentials to bring the settlement back down to 21 settlers.
If you have the WRK you could add back the fence for the Brahmin plot for aesthetics (found in WRK > Structures > Plot buildings > Agricultural structures) on the same foundation as the original plot, and maybe add a couple of Brahmin spawners, (found in WRK > Special > Friendly Animal Spawners).


The Player Home 

The Upper power pylon has a (invisible) collision box.  To get inside the collision box 'climb' the ladder and your character will move into the base area.
(The collision box at the base is one way, you can just walk normally to leave it.   Once inside you can then climb the stairs to just below the player home where there is another collision zone (two way) 'climb' the ladder to get up and to get down through the barrier.

I left the play home balcony without a railing - put up a rail, or use as a means to fall to your death... err... set god mode to get down quickly.

But beyond the scope of the contest, if you have say Zebrina's Workshop Devices Mod you can snap one of the lifts to the balcony, then place a lift call button outside the sliding door on the top level of the main building. (after placing the call button you need to pick up and drop the lift to assign the button to it - having workshop plus to fly, or setting collision off 'TCL' in console will make this a lot easier).  Then you can relax and enjoy the ride up and down to the player home, (the lift is outside the collision box).


Optional Files

If you can't wait through the city growth process I have included an optional file with the 4 levels as separate layouts you can build through the workbench layout menu.



ADD-ON's Used (and Higly Recommended!)
I have designed the settlement with the specific plots chosen, you can let it randomize, but might end up with access issues.
You may need to refresh the Martial plots as the turret can fail to spawn some times.

Wasteland Venturers Sim Settlements 2 Addon Pack by Tinuvia and Myrmarachne

Sim Settlements 2 Scrappers by Ohnno

Sim Settlements 2 - Junk Town 2 Addon Pack by Uituit


Sim Settlements 2 - Apocalyptic Additions Addon Pack by SirLach

Sim Settlements 2 - Pra's Random Addon 2 by Pra

Sim Settlements 2 - Tiny Living by Freddrick

SS2 Superstructures - A Sim Settlements 2 Addon Pack by VFX


Jampads 2 - a Sim Settlements 2 Add-on by CaptainLaserBeam

Vault-Tec Tools - Sim Settlements 2 Addon Pack by Samutz and Wulfharth

Sim Settlements 2 - Ruined Homes and Gardens 2.0 by Ruinedworld